Excited that my score to the VR game Moss is now available! To celebrate, I'm hosting a remix competition of the song I wrote for the game. Plus will have a detailed breakdown of it over the next week or so. The first of three episodes is already live!

I'm curious man. Do you ever play video games or are you always too busy working on Video Games? Also, I'm going to invest in VR in the not so distant future as I would love to get involved in that as it's definitely going to be the future and wondering if you have a VR set up to make sure all your music and sound design for VR works well... Or is it any excuse to get closer to Ready Player One? haha

Also, I was wondering if you would ever be up for making a video on Perc Programming? I know you're a drummer and I'm constantly trying to get better at Perc Programming. Mainly Cinematic Percussion programming as opposed to "Rock Kit" drumming that we hear in Film, Games, TV and Trailers etc. Sorry. if I'm being demanding! Your You Tube Channel is amazing. Thank you!

Also, I was wondering if you would ever be up for making a video on Perc Programming? I know you're a drummer and I'm constantly trying to get better at Perc Programming. Mainly Cinematic Percussion programming as opposed to "Rock Kit" drumming that we hear in Film, Games, TV and Trailers etc. Sorry. if I'm being demanding! Your You Tube Channel is amazing. Thank you!

Also, I was wondering if you would ever be up for making a video on Perc Programming? I know you're a drummer and I'm constantly trying to get better at Perc Programming. Mainly Cinematic Percussion programming as opposed to "Rock Kit" drumming...

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YES will definitely do an episode on writing/programming percussion. And I don't actually own a VR setup. Honestly prefer having movies of the gameplay so I can add them to Cubase and let them play in the background as I work. Plus pre-release games are always buggy! I find it better to focus on the music...unless I'm also doing the implementation. Then I DO play the game. Before and after I put the music in. A LOT. Obviously a project by project decision!

YES will definitely do an episode on writing/programming percussion. And I don't actually own a VR setup. Honestly prefer having movies of the gameplay so I can add them to Cubase and let them play in the background as I work. Plus pre-release games are always buggy! I find it better to focus on the music...unless I'm also doing the implementation. Then I DO play the game. Before and after I put the music in. A LOT. Obviously a project by project decision!

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Thanks man! Legend.

“Research” is definitely the excuse I’m telling my partner why I simply must get a VR set up. Haha

I'm still focusing on the song Home To Me from the VR game Moss, but this is a very special string-focused episode that goes deep into voice leading, arranging and microphone choices for overdubbing live soloists. What fun!

@Jason Graves Hey man, I was wondering if I could trouble you to perhaps answer a couple of questions regarding VEPro? I'm in the process of re routing my Template (Using Cubase and VEPro 6) and have been watching you video AA03 VEPro Template, Part One: Winds and Drums.

I find it fascinating that every other channel in your template (speaking about top winds) is an instance of Kontakt (the Blue coloured channels) and you say "if it's Grey it's some kind of sub output". Are those sub outputs VEPro Aux channels?

All this time I have been creating an Aux channel for every instrument (it's a lot of Aux channels) and assigning outputs manually (all shorts for example would match the same output and that would be in Cubase) in each Kontakt and your way is far more efficient.

Am I right in thinking that because you create 2 Outputs for Winds (Long and Short) per Kontakt and aux (if it is an aux channel you are using) you then sub mix all articulations volumes inside Kontakt and then once you have sent each pair of wind outputs to VEPro busses (Winds High Long, Hight Short, Low long, Low Short etc) it is in Cubase where you assign these 4 total outputs for winds? Hoping I haven't got all this wrong, but this means that it's much more manageable inside Cubase with those 4 outputs!

I've never thought about bussing inside VEPro and using separate Aux channels to sub mix articulations before they go into Cubase but man, that is such a great idea. Trying to make sense of a 3000 track template (and growing) so this is such a help (if I have got this correct).

I wonder if having less aux channels in VEPro uses less computing resources.
Thanks for your generosity in making these videos!